Available and Taken jobs,
If something is already taken it means that some AWESOME individual is already working on this... but if you think that you can be of help you can simply message them and see if you can collaborate and make something even better together.

Available [Development]

Claim jobs while you still can! Its important that you mention below what you are doing so that you wont start working on something thats already being done or completed. I will add your names to the spreadsheet on whatever you are working on.

​​Priority:highhigh/mediummediumlow

Navmeshing: COMPLETED!
We need people for this job who know what they're doing (professionals if you will)
We need navmeshing. With a working collisions it will be possible. Without navmeshes we can't go on with AI packages and quests. I'm talking about hand made high quality navmeshes, not autogenerated ones. Skyblivion is 2x times bigger than Skyrim, and 4x than Skywind, and we have a risk of bloating master file to the point of overloading CK. Navmeshes must be highly optimized using absolutely minimum number of islands and triangles to be small in size. -ZilavInteractive Oblivion Map: http://www.uesp.net/maps/obmap/obmap.shtmlAvailable area's and claims can be found on the spreadsheet:https://docs.google.com/spreadsheets/d/1PZTxUcszqAVMlrKpk1As...

3D MODDELING:
Where to start with this one... We will need convert all models from Oblivion and we will ave make sure that they work.Feel free to work on any of the models down below but make sure that others arent already working on it. if someone IS already working on it try to work something out and see if you can work together. If you think you can help please join our discord chat here: https://discord.gg/ZYmpMkt and apply.

IMPORTANT: In order to use the new models you need to keep the same size and pivot so models can be replaced without changing position/rotation/scale in master file. The best thing to compare it to would be the SMIM mod for Skyrim: http://www.nexusmods.com/skyrim/mods/8655/? this way we wont have to put allot of time and effort in re-scaling and positioning the new models

Weapons:
We are looking for people to help us remodel all of Oblivions iconic weapons

Use the links below to see pictures of the original weapons to model the new one's after, plus all information about the weapons (damage, weight, weapon type etc)

Armors:
We need people to convert the armor's from oblivion so that we can use those as placeholders and replace them with out own custom made counterparts. If its not converted yet you can volunteer to do so. (converting is completed)
If its already converted you can start working on making your own models, dont forget to check the spreadsheet to look if its not already being done by someone.

ASSETS:
We are looking to remake as many assets as we can, this includes environmental, architecture, consumable items and everything in between. If you think you can help please join our discord chat here: https://discord.gg/ZYmpMkt and apply.

Creatures and monsters:
Creatures are what makes a game interesting to play and the same goes with oblivion. some of the vanilla Skyrim creatures and monsters can be used to replace the oblivion one's but allot of creatures have to be created from the ground up. We are looking for talented 3D artists preferably with an understanding of rigging to help us here. If you think you can help please join our discord chat here: https://discord.gg/ZYmpMkt and apply.

Scripting:We need scripters to help us with mechanics such as spellcrafting and allot of other jobs that have to be done using scripts. If you think you can help please join our discord chat here: https://discord.gg/ZYmpMkt and apply.

FaceGen NPC's [COMPLETED]:

As we know all NPC's have a unique look and the aim obviously is to have every NPC in Skyblivion. Certain NPC's have unique features and at this point all NPC's look alike.. We have to manually try to recreate the faces as good as possible.

All great TES games have a ton of quests and the same thing goes for Oblivion. Soooo you've probably figured out that we need those quests to work in Skyblivion... so here is a list of all quests that need to be converted. Main quest has the highest priority.​

It basically is on track, it's just that we are waiting for the files from Ormin. Zilav mentioned that it's pretty stable, which should leave a good base for quests and things like that. Obviously it's not as easy as it sounds, there will probably be a few complications just like there have been for Skywind.

Zilav posted these today in chat. Skyblivion is doing okay from what I read in chat. Ormin recently found out about meshes having a -0 and trying to do something about that. I do know that collision was converted from Oblivion, which results in little to no crashes. Havok was added to clutter, so you can FUS RO DAH stuff for fun and watch it scatter everywhere.

2. We need to facegen NPCs like it was in Skywind, basically go through all of them and create a similar faces to originals. Can be done now with 0.1

3. We need navmeshing. With a working collisions it will be possible. Without navmeshes we can't go on with AI packages and quests. I'm talking about hand made high quality navmeshes, not autogenerated ones. Skyblivion is 2x times bigger than Skyrim, and 4x than Skywind, and we have a risk of bloating master file to the point of overloading CK. Navmeshes must be highly optimized using absolutely minimum number of islands and triangles to be small in size.

4. Modeling job: weapons, armors, trees and LOD models (Ormin converted LOD from oblivion, but a lot of meshes there aren't good at all). This can be done with 0.1 since models don't depend on master file.

Thats the list of jobs for now. The easiest one available to anyone that can be started now is faces.

p.s. I would like people to help with Skywind first. Please work on Skyblivion only if you are absolutely not interested in Skywind for some reason.

I think we should prioritize the work as well as listing what has and hasn't been done.

likeimportant Middleunimportant

Quest Recreation...

HI SupremeEpicness -

I'd like to volunteer for Quest Recreation and ai. I know I can't handle all quests, so maybe if there are certain quests more important than others, please pm me to let me know which ones would be best to do.

i'm starting on facegen. just finished zahrasha and will work my way up from there. i'll try to knock out all the z's characters.....well, ok more than that lol sincei just realized there's only 2. so i'll let you know how far i get.

I'd like to volunteer for Quest Recreation and ai. I know I can't handle all quests, so maybe if there are certain quests more important than others, please pm me to let me know which ones would be best to do.

Thanks and have a good one!

Its probably best if we start with the main quest first. this could help the project out in its early stages... once we get 0.2 the game should be way more playable with way less CTD's showing working quests could get the project some more attention... also the main quest is the most important quests in the game so it would make sense for us to try and finish that 1 first :)
thnx for helping out!

Great! I was thinking about doing facegen myself but Im to busy to even upkeep my own yt channel atm. maybe we could work towards each other? I can start with a and go down from there you have already started with z so thats already taken care off :)
thnx on behalf of every oblivion fan :D (me included)

They actually sound really good but I'd rather get fans of the game to do voice over though.. plus we have no budget so where not gonna be able to pay for this :/

once we start working on Skyblivion and show how great everything looks more and more people should get interested in the project and since modding is for everyone most of them will volunteer for voice acting (just look at skywind) luckily for us oblivion already had ALLOT of voices so voice acting isnt really a problem :)

People I have great news! we ( I >:D) have found a gold mine... his name on the forums is SkyrimModding and he is a LEGEND! thought i'd update you guys. Skyblivion is gonna rock the foundations of modding/total conversion!

thnx for letting me know though and you where totally right :) and as far as tweaking voices goes.. so far thats 1 of may idea's to possible improve skyblivion :) lets try to get some moddeling and navmessing etc done before we are going to discuss the voices :p
as far as I see it we can go both ways (no-homo)

the thing is dat though oblivion and skyrim have the same armor/weapons they look very different so I dont really know what we are going to do with this... some have already started converting armor etc a while back so I take it that we are going to remake everything :)

I've already converted almost all the weapons (looks in the mod section) and they look perfectly fine, someone volunteered for armor conversion too (and they will have splitted cuirass/greaves, unlike the armor in the link).

@Vivec
​Yeah those were my thoughts too but no-one could tell me 4 sure if we were going to make all armor ourselves or if we were gonna convert everything. Im glad that we have it sorted out though and I will correct the description as soon as I get acces to the damn topic again xD

we could however use people to re-texture the armor/weapons to make them look better.

Those are some nice weapon retextures for Oblivion. It keeps them looking close to the same, just more detailed.

that the same guy ho got a few killer morrowind weapons in a skyrim mod but i remember getting permission from hime stil isn't successful whats sad because hey got a lot of super stuf that would help skywind and skyblivion

also about the armors and weapons i would say make a list to ceep track of everthing conferted than when thats done start whit replacing it whit improved stuf so it dont gets to confusing and it done gets messy whit 1/3 conferted 1/3 remade 1/3 not done

So I guess that scraps my idea of editing the pitches of the voices to get more variation and avoid copyright infringement?

Simply modifying the pitch would sound horrible regardless. Even on that note i was thinking. all the meshes that have to be modified to fix. to avoid issues with Bethesda i wonder if we can just pass them off as a optimization mod for oblivion but they totally work in our skyoblivion mod as well ;) ;)

What we need to focus on is getting this stable and getting all the cells into the skyrim engine with as little crashes as possible. Then work on navmeshes and then Quests and Npcs. However NPCS can be worked on through the enter prosses of getting us off the ground but shouldnt be the main focus until later

even on this note. Skyoblivion doesn't need nearly as much work as Skywind. Skyrim and oblivion are very similar and are made in relatively the same generation. We can simply make people copy assets from oblivion into skyrim (granted there are a lot of broken meshes but im sure its possible to provide a download for that) Texture packs will more then likely be compatable such as quarl's texture pack 3.